void CPhysicsShellHolder::PHSaveState(NET_Packet &P)
{

	//CPhysicsShell* pPhysicsShell=PPhysicsShell();
	CKinematics* K	=smart_cast<CKinematics*>(Visual());
	//Flags8 lflags;
	//if(pPhysicsShell&&pPhysicsShell->isActive())			lflags.set(CSE_PHSkeleton::flActive,pPhysicsShell->isEnabled());

//	P.w_u8 (lflags.get());
	if(K)
	{
		P.w_u64(K->LL_GetBonesVisible());
		P.w_u16(K->LL_GetBoneRoot());
	}
	else
	{
		P.w_u64(u64(-1));
		P.w_u16(0);
	}
	/////////////////////////////
	Fvector min,max;

	min.set(flt_max,flt_max,flt_max);
	max.set(-flt_max,-flt_max,-flt_max);
	/////////////////////////////////////

	u16 bones_number=PHGetSyncItemsNumber();
	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		PHGetSyncItem(i)->get_State(state);
		Fvector& p=state.position;
		if(p.x<min.x)min.x=p.x;
		if(p.y<min.y)min.y=p.y;
		if(p.z<min.z)min.z=p.z;

		if(p.x>max.x)max.x=p.x;
		if(p.y>max.y)max.y=p.y;
		if(p.z>max.z)max.z=p.z;
	}

	min.sub(2.f*EPS_L);
	max.add(2.f*EPS_L);

	VERIFY(!min.similar(max));
	P.w_vec3(min);
	P.w_vec3(max);

	P.w_u16(bones_number);

	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		PHGetSyncItem(i)->get_State(state);
		state.net_Save(P,min,max);
	}
}
Beispiel #2
0
void CPHSkeleton::SaveNetState(NET_Packet& P)
{

	CPhysicsShellHolder* obj=PPhysicsShellHolder();
	CPhysicsShell* pPhysicsShell=obj->PPhysicsShell();
	IKinematics* K	=smart_cast<IKinematics*>(obj->Visual());
	if(pPhysicsShell&&pPhysicsShell->isActive())			m_flags.set(CSE_PHSkeleton::flActive,pPhysicsShell->isEnabled());

	P.w_u8 (m_flags.get());
	if(K)
	{
		P.w_u64(K->LL_GetBonesVisible());
		P.w_u16(K->LL_GetBoneRoot());
	}
	else
	{
		P.w_u64(u64(-1));
		P.w_u16(0);
	}
	/////////////////////////////
	Fvector min,max;

	min.set(F_MAX,F_MAX,F_MAX);
	max.set(-F_MAX,-F_MAX,-F_MAX);
	/////////////////////////////////////

	u16 bones_number=obj->PHGetSyncItemsNumber();
	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		obj->PHGetSyncItem(i)->get_State(state);
		Fvector& p=state.position;
		if(p.x<min.x)min.x=p.x;
		if(p.y<min.y)min.y=p.y;
		if(p.z<min.z)min.z=p.z;

		if(p.x>max.x)max.x=p.x;
		if(p.y>max.y)max.y=p.y;
		if(p.z>max.z)max.z=p.z;
	}

	min.sub(2.f*EPS_L);
	max.add(2.f*EPS_L);

	P.w_vec3(min);
	P.w_vec3(max);

	P.w_u16(bones_number);

	for(u16 i=0;i<bones_number;i++)
	{
		SPHNetState state;
		obj->PHGetSyncItem(i)->get_State(state);
		state.net_Save(P,min,max);
	}
}
Beispiel #3
0
void game_sv_GameState::net_Export_GameTime						(NET_Packet& P)
{
//#pragma todo("It should be done via single message, why always pass this data?")
//#if 0
	//Syncronize GameTime 
	P.w_u64(GetGameTime());
	P.w_float(GetGameTimeFactor());
	//Syncronize EnvironmentGameTime 
	P.w_u64(GetEnvironmentGameTime());
	P.w_float(GetEnvironmentGameTimeFactor());
//#endif
};
void			CLevel::OnBuildVersionChallenge		()
{
	NET_Packet P;
	P.w_begin				(M_CL_AUTH);
	u64 auth = FS.auth_get();
	P.w_u64					(auth);
	Send					(P, net_flags(TRUE, TRUE, TRUE, TRUE));
};
void			CLevel::OnBuildVersionChallenge		()
{
	NET_Packet P;
	P.w_begin				(M_CL_AUTH);
#ifdef DEBUG
	u64 auth = MP_DEBUG_AUTH;
#else
	u64 auth = FS.auth_get();
#endif //#ifdef DEBUG
	P.w_u64					(auth);
	SecureSend				(P, net_flags(TRUE, TRUE, TRUE, TRUE));
};
Beispiel #6
0
void SPHBonesData::net_Save(NET_Packet &P)
{
	P.w_u64			(bones_mask);
	P.w_u16			(root_bone);
	
	P.w_vec3		(get_min());
	P.w_vec3		(get_max());
	P.w_u16			((u16)bones.size());//bones number;
	PHNETSTATE_I	i=bones.begin(),e=bones.end();
	for(;e!=i;i++)
	{
		(*i).net_Save(P,get_min(),get_max());
	}
	//	this comment is added by Dima (correct me if this is wrong)
	//  if we call 2 times in a row StateWrite then we get different results
	//	WHY???
	//	bones.clear		();
}